Town marker now shows if player is capable of buying gear (G), defenses (D), or structures (S) at camps and depots. This depends on the supply level of the town. G & D require 20, S requires 50.

Soldiers can no longer be purchased at town depot. (But factories can be constructed in towns if enough supply (50)).

Bug gave player access to radio with (normal) rucksack on back.

Added tooltips to the gear menu: hovering over the image of weapons/ammo will show you the exact type in a tooltip.

Added large walls to construction menu.

Fixed map coords in messages on dedicated server.

Fixed broken re-arm script.

Ammo fixes: SD/subsonic ammo for silenced weapons. Should not disappear because ammo base classes are now being used properly. Removed tracer/non-tracer variants of MG ammo.

Formation/combat mode adaptation by AI teams. If they are within a town they assume STAG. COLUMN formation, on open ground WEDGE, and in transit COLUMN. If no enemy is known, they are on SAFE behavior, known but far away AWARE, and known and close COMBAT.

Made team member selection in gear menu robust to team members leaving/entering within 25 radius of player. Previously, the selected team member would jump back to the player everytime some AI moved away/toward the player - very annoying indeed.

Thanks to Mopar and kju, you can find 7 more excellent campaignsin the dev repository!

BackToKolgujew

Brothers_in_Arms

DeltaOps1_1.22

MikerosEditorPack1V1.2

MikerosMissionPack1V1.3

TooYoungToDie

YankieStalker (most likely missing addons)

They are probably partially non functional and need tweaking.Please report any problems on the OAC issue tracker.

(commit:0466acc6767494e420948d70a44b8db3d8fc8328)

Also thanks to Mikero the all-in-one OFP_Editor addonis available for OAC(commit:0466acc6767494e420948d70a44b8db3d8fc8328).It is a port of the famous editor103.pbo from OFP thatput all community editor addons in one.

The Close Assault project is now public and available for browsing. I've been spending what free time I have on coding, so I haven't uploaded files, documents, put together the wiki, or assembled the FAQ yet. The repository will be available (and linked into the changelogs) sometime next week.

The last major portions I have to code before v0.4 can be properly tested are the spectating interface, the debriefing screen, and the in game briefing and 'how to play' descriptions. Before a public release, I plan to improve the teamswitch code (especially within vehicles), the sector capturing code (right now captures are instant), and write a scoreboard replacement so those playing can have quick updates about the other players and map status (time left, players, sector status, etc). There are also a few odds and ends to be worked out, but most major systems are in place. I'm waiting on some new computer hardware to design the 'real' maps as all my testing has been done on ramahdi, the only island my poor macbook can load. As I've stated in a few places, I've been working on exams, but I'll probably be able to finish most of the remaining items before the end of the month, and get both private and public test versions out.

(As a bit of a bonus, last night I coded a scripted manual mortar system which will make its way into the first release (hopefully). Executing a proper assault or defense requires some indirect fire or suppression, and as I've been putting off the off-map support options, I wanted to see how players would do with indirect firepower at their fingertips, without the simplicity of a map-click-boom system. Using an invisible Mk19 or Ags-30 duct taped to the back of an M113 or BMP HQ, the player can maneuver the mortar into place and manually aim the launcher using the mouse to select the correct elevation and bearing to hit a grid square (appx. target location is updated in real time, as well as needed bearing and distance to hit a map-selected point). The shell is fired from the launcher at the correct trajectory, making for realistic flight path and flight time. The mortar is effective between 100m and 3000m, and is accurate to within about 10m with a blast radius of ~20m (D30 or M119 shells), flight time of 30-45 seconds, and credits kills and rating to the gunner. Almost unfair, in practice.)

We are happy to announce that we have installed a new RedMine Theme!We hope this theme resolves some of the issues ppl were experiencing on our site.We are still tweaking and evaluating...Please join the discussion on our forum, and watch the issue tracker for related issues.